mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
219 lines
5.3 KiB
Go
219 lines
5.3 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package opengl
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import (
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"errors"
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"fmt"
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"github.com/go-gl/gl"
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)
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type Filter int
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const (
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filterNearest Filter = gl.NEAREST
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filterLinear = gl.LINEAR
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)
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type ShaderType int
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const (
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shaderTypeVertex ShaderType = gl.VERTEX_SHADER
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shaderTypeFragment = gl.FRAGMENT_SHADER
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)
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type Texture gl.Texture
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func (t Texture) Pixels(width, height int) ([]uint8, error) {
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// TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH?
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pixels := make([]uint8, 4*width*height)
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gl.Texture(t).Bind(gl.TEXTURE_2D)
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gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if e := gl.GetError(); e != gl.NO_ERROR {
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// TODO: Use glu.ErrorString
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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}
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return pixels, nil
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}
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func (t Texture) Delete() {
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gl.Texture(t).Delete()
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}
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type Framebuffer gl.Framebuffer
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func (f Framebuffer) SetAsViewport(width, height int) error {
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gl.Flush()
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gl.Framebuffer(f).Bind()
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err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if err != gl.FRAMEBUFFER_COMPLETE {
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if gl.GetError() != 0 {
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return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", gl.GetError()))
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}
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return errors.New("glBindFramebuffer failed: the context is different?")
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}
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gl.Viewport(0, 0, width, height)
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return nil
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}
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func (f Framebuffer) Fill(r, g, b, a float64) error {
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gl.ClearColor(gl.GLclampf(r), gl.GLclampf(g), gl.GLclampf(b), gl.GLclampf(a))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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return nil
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}
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func (f Framebuffer) Delete() {
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gl.Framebuffer(f).Delete()
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}
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type Shader gl.Shader
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func (s Shader) Delete() {
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gl.Shader(s).Delete()
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}
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type Program gl.Program
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func (p Program) Use() {
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gl.Program(p).Use()
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}
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func (p Program) GetAttributeLocation(name string) AttribLocation {
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return AttribLocation(gl.Program(p).GetAttribLocation(name))
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}
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func (p Program) GetUniformLocation(name string) UniformLocation {
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return UniformLocation(gl.Program(p).GetUniformLocation(name))
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}
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type AttribLocation int
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func (a AttribLocation) EnableArray() {
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gl.AttribLocation(a).EnableArray()
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}
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func (a AttribLocation) DisableArray() {
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gl.AttribLocation(a).DisableArray()
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}
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func (a AttribLocation) AttribPointer(stride int, x uintptr) {
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gl.AttribLocation(a).AttribPointer(2, gl.FLOAT, false, stride, x)
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}
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type UniformLocation int
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func (u UniformLocation) UniformMatrix4fv(matrix [16]float32) {
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gl.UniformLocation(u).UniformMatrix4fv(false, matrix)
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}
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func (u UniformLocation) Uniform4fv(count int, v []float32) {
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gl.UniformLocation(u).Uniform4fv(count, v)
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}
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func (u UniformLocation) Uniform1i(v int) {
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gl.UniformLocation(u).Uniform1i(v)
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}
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type Context struct {
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Nearest Filter
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Linear Filter
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VertexShader ShaderType
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FragmentShader ShaderType
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}
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func NewContext() *Context {
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c := &Context{
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Nearest: filterNearest,
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Linear: filterLinear,
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VertexShader: shaderTypeVertex,
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FragmentShader: shaderTypeFragment,
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}
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c.init()
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return c
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}
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func (c *Context) init() {
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gl.Init()
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gl.Enable(gl.TEXTURE_2D)
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// Textures' pixel formats are alpha premultiplied.
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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t := gl.GenTexture()
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if t < 0 {
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return 0, errors.New("glGenTexture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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t.Bind(gl.TEXTURE_2D)
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defer gl.Texture(0).Bind(gl.TEXTURE_2D)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter))
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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return Texture(t), nil
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}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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f := gl.GenFramebuffer()
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f.Bind()
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gl.Texture(texture), 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return 0, errors.New("creating framebuffer failed")
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}
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return Framebuffer(f), nil
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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s := gl.CreateShader(gl.GLenum(shaderType))
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if s == 0 {
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println(gl.GetError())
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return 0, errors.New("glCreateShader failed")
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}
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s.Source(source)
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s.Compile()
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if s.Get(gl.COMPILE_STATUS) == gl.FALSE {
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log := ""
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if s.Get(gl.INFO_LOG_LENGTH) != 0 {
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log = s.GetInfoLog()
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}
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return 0, errors.New(fmt.Sprintf("shader compile failed: %s", log))
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}
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return Shader(s), nil
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}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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p := gl.CreateProgram()
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if p == 0 {
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return 0, errors.New("glCreateProgram failed")
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}
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for _, shader := range shaders {
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p.AttachShader(gl.Shader(shader))
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}
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p.Link()
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if p.Get(gl.LINK_STATUS) == gl.FALSE {
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return 0, errors.New("program error")
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}
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return Program(p), nil
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}
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